I’ve compiled all the developer information I could find concerning trade and presented it below. While it may not appear brief it’s labelled as such because it doesn’t include literally everything that’s ever been said about trade but rather contains the most relevant information, with a bias towards more recent developments.
For quotes that are derived from video content I’ve transcribed them to the best of my abilities, but you can click their source links to watch them for yourself.
April 6, 2018
The initial trading system for the game, The Bazaar, was unveiled in a blog post back during pre-alpha. The system was essentially an auction house with certain limitations and rules. In addition, you could also trade with friends, though you had to be friends for a “reasonable amount of time”. This system did receive plenty of feedback in the subsequent months, but I won’t list all that here.
April 2, 2021 & April 9, 2021
Mike Weicker explains the overarching design of the Bazaar during these developer streams, which had changed substantially since its original unveiling. Unfortunately, these streams were not archived to Last Epoch’s YouTube account so I’ve had to source my own transcriptions of them. There were far more questions asked about trade and the Bazaar during further dev streams, but I had stopped transcribing them so these were the easiest to find.
May 20, 2021
Judd Cobler, LE CEO and Game Director, hosts an AMA on Reddit and inevitably receives some questions concerning trade. I found this quote of particular importance because it outlined the design goals of their future trading system, at that time.
July 20, 2021
The Multiplayer FAQ is published which echoed much of what Mike said during the developer streams.
EHG responds to some initial feedback about the system on Reddit.
This new version of the Bazaar would garner a lot of player feedback across multiple platforms over the coming months.
January 27, 2022
In a developer blog it’s announced that several previously planned systems were being removed from the forecast, which included the Bazaar. There were no details given about the new Item Trading forecast item that took its place.
We have removed the Bazaar from the card and added item trading in its place.
The final system we want to discuss is the Bazaar. We spoke to our ideas regarding the Bazaar in the Multiplayer FAQ in July of last year. Since then, we listened very carefully to all of the dialogue concerning trade and had a lot of conversations internally as a result.
After a lot of discussion about the various challenges to our proposed direction, we no longer feel that the Bazaar is the best way to go about player trading in Last Epoch. While player trading will still be a part of the game, we’re planning to take a different approach. We will be talking more about our reasoning here, as well as the future of trading in Last Epoch, in a dedicated post in the coming months.
Source: January 2022 Development Update
April 27, 2022
Twitch streamer Zizaran interviews Stanzwar and Mike Weicker. They discuss a multitude of topics, with trade being one of them. Considering Stanzwar’s role in multiplayer development it stands to reason that his comments on trade would carry a lot of weight. Personally, I find much of what’s said here to be some of the best information we have on what a future trading system may look like.
Zizaran: That brings me to my next question, trading. What are you guys thinking about this?
Stanzwar: Trading’s been an interesting one where we – so at first we announced the Bazaar that we were really engaged in doing. We got a lot of really great player feedback about the Bazaar in terms of how that could play out, how that impacts a RMT economy, and how that emphasizes player behaviours. Path of Exile really believes in its existing player economy, we still want to do something very different. We’ve chose to – ah, right now we’re still analyzing if we’re going to go in that kind of direction. I’d say recent conversations with people have kind of put us back to the drawing board, but the goal is we want to have trading between players. We don’t want to have the same emphasis on an economy that Path of Exile has because I think that’s difficult to manage. I think that requires another chunk of a giant team to add to the studio. I think that adds a whole other meta element to the game that players have to manage and caretake that we have to consider in its entirety.
Zizaran: Right. Interesting, makes sense. Yeah I look forward to seeing what that looks like. Personally I’m a big fan of bind-on-trade at least. Obviously a lot of games end up turning into flipping fests.
Stanzwar: Yeah, we’ve discussed bind-on-trade a lot ourselves. Oh, sorry Mike.
Mike: We really want to emphasize the experience of like, ‘oh I’m playing with my buddy and maybe they’re not online right now’ or ‘maybe they are with me and I find something that is really great for them’ and still being able to share that experience by being like, ‘hey, look what I found for you’ and having that feel really good is still really important to us.
Stanzwar: And how do you avoid that turning into a website?
Mike: Exactly. That’s the struggle we’re under.
Zizaran: Yeah, that’s a hard question and it’s hard to go back.
Stanzwar: Yeah that’s the thing, it’s hard to go back. So the goal is that, you know, when we’re in private testing we’ll open up our first elements of trade that we know we’re going to stay with and then we’re going to have to be very careful of what we put on top of that. As long as we do that when we’re small we can maybe make decisions that change things before we open it up to more people. So we will definitely be experimenting and be very open-minded about what worked.
Zizaran: You could have a league-wide group found, like up to eight people or six people which you can trade per league.
Mike: That’s an option we’ve talked about for sure.
Stanzwar: We’ve considered like every option on the entire set of the spectrum. The way I put it in one design meeting was like, think of every other game that’s ever existed and imagine every possible trade problem that could have been had. They’ve probably all happened. What are we looking for in there? What set of problems and solutions are we going to be most happy shipping with? So it takes a lot of research and understanding and broadly speaking to everything that an economy has ever been online.
Source: YouTube Link
Zizaran: When multiplayer is live will item scarcity be increased due to trading?
Mike: Great question and that’s one I see pop-up in like Reddit, Discord, and our forums quite a bit. Whenever the conversation of trading comes up this question is right there with it and the short answer is we really want it to have as little impact as possible. We know it’s going to have probably some impact on it, but if we can keep that to almost zero that would be great. That’s the goal and that’s a big concern and consideration when we’re designing our trade system – is how do we keep the impact on SSF players to a minimum so it’s still fun to play the game solo? It’s a really hard problem to crack and I don’t have a good like, this is how we’re doing it answer. I guess the answer to the question is hopefully as little as possible and it’s something that we are really actively working towards.
Stanzwar: Tune it once online, that’s going to be a big thing. It’s going to have impacts that we may not even anticipate, but we’re going to have to be aware.
Mike: A lot with trading is we never want to invalidate going out and just killing monsters yourself. That’s the big part of it. As long as you don’t invalidate that experience the solo self found is probably fine.
Source: YouTube Link
Zizaran: When you’re trading do you feel like it’ll only be items that’ll be tradeable with your friends or do you think shards, runes, and glyphs will be as well?
Mike: I think we want, and I’m going to kind of skirt the question a little bit, but I think we want shards and runes and glyphs to be items. We really push to have all the properties that shards, runes, and glyphs have to be properties of items. I know the line kind of blurs when they go to a different inventory.
Zizaran: Yeah, so will we be able to pull them back out then?
Mike: I’d say probably. Very, very likely.
Source: YouTube Link
Zizaran: Will gold be the main thing to trade with? But it doesn’t seem like that’s the case.
Stanzwar: Yeah, that won’t be the main thing because we’ve all played single fiat currency games. There has to be other ways to want to trade. Back to what I was saying about the economy – that is one of the perfect examples of a thing that will be challenging to discover things about as we go live and start experimenting with trading. We have things that people have that are of a type, like say our crafting items are a thing of a type, that other games have had available for trade but how does that play out and what’s the relative value. There’s a good and scary part about this, is that once you can trade those things you get like the SoJ problem. We’ll call it a problem. What is the thing considered the most valuable based on its rarity and then players focus in on that and then it becomes the de facto currency. How do you deal with that? We expect we’ll probably be playing with areas like that where we’re going to uncover what people find the most valuable in our inventory system as soon as we make things tradeable and I think that’s going to help us drive an understanding of what we can do next. If we do it early and small before a lot of players have it we can make changes before it becomes the standard because by the time the SoJ was the standard the devs couldn’t fix it by that point.
Source: YouTube Link
Zizaran: Going back to Diablo 2, do you feel like trading in high runes and Stone of Jordan’s is a bad thing and something you want to avoid then?
Stanzwar: No. It’s going to depend. It’s really important that – like for me, I don’t have a philosophy I’m going to try to fulfill. I don’t think the designers have a philosophy we’re going to try to fulfill. The goal is that people are engaged with trading, they find it meaningful, and they find it fun. If gold somehow becomes the de facto standard for trading because we’ve added some ridiculous number of gold sinks into the game then that’s awesome because there’s not a lot of games that do that very well. We think we’ve added some interesting gold sinks lately so we might very well have a chance of doing it, and then we’ll have to see how that plays out though. What does that do for the gameplay? Are people going to start targeting the optimized gold farming time area over and over and how does that impact the overall experience of Last Epoch.
Source: YouTube Link
May 13, 2022
Not much shared here, but we learned that there wasn’t a trading system in testing at this time.
Forgive me if you’ve already answered this, but will multiplayer have party trading at the start or is that to be added at a later time?
I don’t know what order any sort of trading systems will be implemented in regards to when multiplayer opens up to a larger group. There is not currently any way to trade items in multiplayer. There’s no system like that set up at the moment, so maybe.
Source: YouTube Link
June 10, 2022
There’s not a whole lot new here about RMT, but considering I don’t have previous dev streams that talk about it I figured I’d include this more recent discussion on the topic.
How will how will you tackle real money trading if it becomes an issue?
So this is one of those things that’s going to depend very heavily on what’s allowing real money trade to thrive and it will affect how we approach it. The most important part about dealing with that is providing a positive play experience for the people who aren’t using the RMT system. So focusing on not ruining the game for people who are playing it the way it’s intended I think is the the key approach there. If we’re like, ‘oh we can stomp out RMT completely but it’s going to make everyone’s lives suck’ then that’s probably not a good solution to do. Maybe there’s a second option there at the same time that’s like, ‘well it doesn’t remove it completely but it makes it so it’s kind of poor and inefficient or something like that but it doesn’t affect everyone else who’s playing normally’. We’d probably go with that second option.
I say probably and everything because it’s on a case-by-case basis, but the focus will always be keeping the game fun, engaging, and enjoyable for the people who are respecting the intention and the rules and all that. A big part of that is having the game fun for everyone who is following the no RMT guidelines type thing. RMT is one of those weird things where stamping out RMT stuff is something that helps make non-RMT gameplay fun because you’re not competing with people who are paying money when you’re not. It’s definitely a fine line and a tricky thing to answer. Hopefully that gave you some idea of the approach we’d take.
Though, in the event that it happened a lot of times it’s something as simple as just being able to detect the accounts that it’s happening on and banning them. When there’s a sticker price on the game and every time you ban someone they have to pay $35 dollars to get back in that naturally deters RMT. So if you can find an account that’s providing a lot of RMT services and you can ban that account before they make $35 dollars worth of profit each time you can make it unviable for them to continue to do that. As long as we’re just making it harder than it is to keep up and make a reasonable profit people won’t bother.
Also, the nature of the trading system as a whole will probably make RMT really difficult to do effectively.
Source: YouTube Link
June 22, 2022
From my research this appears to be the first mention of trade not being included in patch 0.9. This was the same day that the June Dev Update was released, announcing patch 0.9 as the next update. This certainly sparked a lot of renewed interest in the topic of trade.
Will there be trading or just playing together?
I haven’t read the whole post but I assume its just playing together.Correct - 0.9.0 will include the multiplayer Beta, this will have all current Last Epoch systems, but not the full tailored multiplayer experience. It is not currently planned to have a trading system with 0.9.0.
Source: Discord Link
June 24, 2022
It’s a very quick answer by Mike that appears to be the spark for the Reddit post below it, though it’s hard to confirm that.
Can you share any details of what to expect from the multiplayer release? For example, in-group trading.
In-group trading will probably not be in the initial version of it.
Source: YouTube Link
June 29, 2022
Mike’s comment during the June 24th dev stream appears to have generated a lot of feedback on Reddit, with many more developer responses than just this one. If you want to read them all be sure to visit the source link of the Reddit thread below.
Shamelessly hijacking the top comment to clarify what I meant on stream (yes I’m Mike from the streams). I usually would just wait until the next stream to clarify this but it’s going to be Canada day on Friday so we’re skipping a week.
First off, oof I have to be careful with terminology and I really need to define each term clearly because this has bitten me in the butt before.
I do not know what, if any form of item transference or trade between players will be available at 0.9.0. It is not finalized and will likely change a few times between now and then.
The question I thought I was answering was “Will I be able to walk up to a random person, open a trade window, each place items into said window, each hit accept and receive each other’s items?” That is not going to be available. I know that’s not how the question was worded but when people ask if they can trade, that’s what I always think it means. I’m sorry and I’ll be more careful with my wording next time.
We do not currently have any form of trade or item transference or item sharing at all available in our closed alpha testing. We are currently in the process of much more important pieces of multiplayer functionality like making dungeons work for example. Once we have feature and content parity with single player, we will continue on to the rest.
We get a lot of calls to “just release what we have” and to “not release until we have feature xyz”. We are going to weigh the options of timing and features and release when we think is most advantageous overall. When we release 0.9.0 it might be missing features you think are essential. I’m sorry if that happens and I hope we can fill those gaps as quickly as possible.
What I’m hearing here is that a lot of people really want some way to share items with their friends. There are many different ways to do this and I’m not sure it’s possible to make everyone happy. We’re gonna do our best and then take in feedback like we always do and evaluate what needs to change. Once we have more concrete information on what is going to happen, we will be sure to share it more accurately than me bumbling around making a fool of myself.
Trust me when I say that I/we keenly feel the sting of playing as a Bladedancer and hearing the Sorcerer player say that they just found a Smoke Weaver and have no use for it. It’s been gnawing at our soul since day 1 of multiplayer testing.
Source: Reddit Link
July 3, 2022
This is basically more of the same, but I’ve included it anyways.
All the available info about the potential trade systems are out of date. We have not released any information about our current 1.0 plans for trade.
1.0 plan? So there will not have trade system on 0.9?
Can’t share anything yet about 1.0 plans for it. 0.9 won’t have a D2/PoE style free trade, walk up to a random person and open a trade window, trade system.
Source: Discord Link
I never talked about a D2/PoE trade style. Just talked about a Last Epoch trade style, whatever it is. And so whether we will have it at 0.9 or whether we will have to wait for 1.0
I don’t have any more information about trade available right now. If you’ll see it in 0.9, what form it will be in if we do, when that will be. All not finalized and not ready to talk about.
Source: Discord Link
July 7, 2022
A lot of talk about trade not being included in 0.9, the overall complexity of it, and the possibility of having to delay multiplayer further to include it. That last part generates a lot of future discussion.
Can you clarify if we will be able to share drops while playing in a party or if that is also considered part of “Trade”?
I can’t clarify what will happen because it is not finalized yet. When we have any more information on if 0.9.0 will have trade and what that will look like, it will be shared clearly and very obviously. This is an extremely complex problem and this isn’t simply a decision of if we want it or not.
Source: Discord Link
Please do not underestimate the complexity that “simple drop trading” involves. This isn’t a matter of want.
We have been unable to trade items with each other playing multiplayer for months now. We are extremely aware of the frustrations this brings. Hypothetically, would you prefer to wait for multiplayer to get drop trading?Source: Discord Link
Yea, so we’ve got to figure out how long it will take to make and weigh that against how important it is to have and then decide if we want to try and get some sort of trading in for 0.9.0 or not. It’s a tricky thing because we get lots of feedback from people saying both sides are majority of what people want. So we’ve just got to figure out what’s best and we haven’t got there yet.
Source: Discord Link
Drop trading might actually be harder to do. The situation is constantly evolving.
Source: Discord Link
July 8, 2022
Mike deals with the fallout of hypothetically having to delay multiplayer for trade, and also provides some background as to why trade isn’t quite as easy to implement as some may think.
You’ve talked a few times about needing to delay 0.9 if trade is to be implemented.
I see where you’re coming from there and I was really trying to be careful the way I worded those things because I’ve said those things a few times on Reddit and Discord. How I think I’ve said it each time was, ‘hypothetically, if you had to delay multiplayer to get trade in would you want that?’ I was really trying to word it in such a way that we don’t have to delay multiplayer to get that in or not, but if it came down to that how important – I was trying to gauge the importance of that feature because a delay is a big deal and if it’s worth a delay to you than it’s really important, generally.
Do you know how long the delay would be?
No.
Assuming the most basic possible trade implementation.
This is the other thing as well. There’s a lot of misconceptions about how easy a “basic” implementation is. The most basic implementation requires a complete restructuring of every single item and item system in the game. There’s a lot of things where you’d probably be like, ‘well obviously it doesn’t affect that’. It does. Blessings are items. It would affect blessings. It wouldn’t affect them very much and that’d be a very quick thing to do, but that portion of it would be one of the smallest portions.
There’s an insane amount of things that have to be changed. Just the way an item is serialized – so when you have an object in the game world, this relic for example, it has all these properties on it and that gets converted into a string of numbers that represents that information. So it condenses that information which is then read by the game. This is how we can update items when we update the game because we just tell the game to interpret the way an item is saved differently and it will effectively change the item even though the actual item doesn’t change – the way the game reads that piece of data changes. So we have to change the way that data is even stored to make trading possible. Yeah, how messed up is that.
There’s a lot that goes into it. It’s not a matter of well no, we don’t just not want to have trade or anything like that. It’s a matter of how much time and effort does this take. Is it possible without making massive changes, you know. So I don’t have a specific hypothetical delay there could be for that, sorry.
Source: YouTube Link
Is the Bazaar still planned or was it scrapped?
It was scrapped.
Will multiplayer revolve around trading as a general design?
Not revolve around, no.
Is it planned for the future even if trading will not come in 0.9?
The comment you’re referring to is one I made two weeks ago and I’m really sorry about that comment. It was very misleading and I did a very poor job of what my job is. What I said last week is trading won’t come – what I was referring to was that we hadn’t planned to have a, ‘hey you random person in the world’ and ‘hey you random person in the world, lets open a trade window, lets put each of our items into a trade window, lets press accept and have our items switch’. That is what I was referring to not being planned for 0.9.
Source: YouTube Link
July 22, 2022
Most of what Mike says here echoes comments made by Stanzwar during the Zizaran interview.
Did you guys ever say what kind of trade system you’re planning on implementing?
No.
Diablo 3 style, bind-on-trade, something like that? All I recall is no Bazaar and no free trade.
The trade system is still very much up in the air. We don’t have anything set in stone yet, nothing’s implemented yet, and we’re still figuring out the best thing to do. There’s a lot of conflicting requirements and it’s kind of a cursed problem. If you’re interested and never heard of the term cursed problem there’s a sweet GDC talk about it. Cursed problems are difficult to deal with, but not impossible. Basically what it means is there’s conflicting requirements, so you want two things but they each say if you do this you can’t do the other so you got to find a creative solution.
We’re still working on exactly what’s going to happen but I think people will – it’s also important to note that whatever we do decide on, at least initially, is not set in stone. If we’re like this is our trading system and we get a ton of feedback and people are like this sucks and here’s why, after trying it most specifically, we’re not afraid to change things. So if it’s not good enough, it’s not living up to our standards, we can accept that it needs to be changed if it needs to be changed.
Source: YouTube Link
August 26, 2022
Not a whole lot new here either, other than reconfirmation that an auction house type system is not being planned for trade.
Last Epoch will have an auction house, correct?
No.
In Diablo 3, while it had an auction house, the best way to make more money was to become a “merchant” reselling stuff. Will Last Epoch avoid that somehow?
Uh yeah, we’re not doing that. We’re not doing a Diablo 3 auction house. I think the auction house – what’s the opposite of a hot-take, a cool-take? The auction house was the worst part of Diablo 3. It almost killed the game. Like if anything could have killed it, that was it. I don’t think it actually killed the game, but it tried real hard.
I know there’s rumours that get floated around about what’s going to happen. If anyone tells you they know what trade is going to be like in Last Epoch, they’re guessing or lying…or possibly both. Or breaking NDA, but even then partial guessing still.
Source: YouTube Link
You said Last Epoch won’t have an auction house, but isn’t there a function called Bazaar planned? What’s the difference?
The Bazaar was planned quite a while ago, it is no longer planned. There was an update that went out but I know that not all that information gets disseminated properly to everyone. The big difference between the Bazaar plan and an auction house was that there – auction houses generally have a single place you can go to that you can browse and search and view all items simultaneously that are available in that system. The Bazaar was not planned to be that way. That’s the big difference between the two. But I agree, they did share quite a few similarities.
Source: YouTube Link
The Present
Currently, we still don’t know what trade system is planned for Last Epoch, or if patch 0.9 will include some form of trade. The Official Last Epoch Multiplayer FAQ still holds the only knowledge we have of trade, which isn’t much:
What will the trade system be like?
Our current plans regarding the trade system are still a work in progress and have been altered since information about the previously planned Bazaar system had been released. More information will be released in 2022.Will players be able to give their friends items?
If they were playing together in the same party when the item dropped they will be able to gift one another the item.Are you changing loot drop rates or crafting because of multiplayer?
Perhaps. But if so, not drastically. We want the drop rates to be mainly balanced around self-found and feel we are doing a decent job of this right now. Because of the way the trade system is planned to work we don’t believe this will throw off the balance of the item hunt drastically.
Takeaways
So what can we glean from all this data? Well, we can make some fairly good assumptions about the design goals for any future trade system EHG implements. These would likely be:
- trade should not invalidate going out and killing monsters
- trade should have as little impact on the SSF experience as possible
- trade should take place in-game without the need for third-party resources
- players should be able to trade with their friends
- players should find trade engaging, meaningful, and fun
- an economy similar to PoE’s isn’t desirable as it requires additional resources to maintain
- the trade system should discourage RMT, or at least make it so undesirable that it’s not worth doing
- gold will likely be competing with other resources for the role of dominant trading currency
Instanced party trading has been a confirmed feature for a long time now, and would make a great candidate for the first element of trade to be implemented. The next element of trade would likely allow friends to trade with each other regardless of if they were in the same instance or not. This will certainly be challenging to accomplish without conflicting with some of their design goals, but as Mike says it’ll require creative solutions. Also, we know that any trade system(s) implemented are not final and subject to change based on both player feedback and how they perform in large scale testing.
As we’ve learned, trade wasn’t planned for patch 0.9. Though, if we look at previous forecasts, trade has never been aligned with multiplayer so this really isn’t new information. Even the latest iterations of the forecast don’t have Multiplayer & Trading bundled as a single item, they’re still listed as separate items.
https://i.imgur.com/P1Pb4U5.png
The likelihood of trade arriving alongside multiplayer in patch 0.9 will probably come down to a few key factors:
- the current state of multiplayer development
- the difficulty, time, and resources it would require to implement trade
- how much EHG perceives its exclusion would impact the overall reception of multiplayer
- and if including trade now moves multiplayer out of a favourable launch window or delays 1.0 in any significant way
As Mike states in some of his comments, they’ve received opposing feedback of the necessity for trade in the 0.9 patch. Considering the release of multiplayer may still be several months out this decision could go either way. Selfishly I’d prefer multiplayer and trade release together, but I also understand the development and business realities that may not make that feasible.
I realize this post doesn’t really bring any new information on trade, but I had some spare time to kill and who doesn’t like talking about everyone’s favourite polarizing subject?
Did I exclude any valuable trade information? Do you agree or disagree with my takeaways of the data? Or have any good theories as to what trade system they’ll eventually implement?